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Everything posted by pvt. partz
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I set down a Helipad_Empty_F I looked all through the Pigrimage files but I didn't see where I could force that on to it. Can yo tell me where those parameters are?
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I'm trying to get choppers to spawn on top of these platforms but of course they are on the ground. Any kind of trickery? I'll ask on the general forums as well. https://www.dropbox.com/s/5pn78x6i3bf6laq/Chopper pad.jpg?dl=0
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That's what gave me the idea. I tried this... _Restricted = [ "B_Truck_01_covered_F", "B_Truck_01_mover_F", "B_Truck_01_box_F", "B_Truck_01_Repair_F", "B_Truck_01_ammo_F", "B_Truck_01_ammo_F", "B_Truck_01_fuel_F", "B_Truck_01_medical_F", "B_APC_Wheeled_01_cannon_F", "O_Truck_02_covered_F", "O_Truck_02_transport_F", "O_Truck_02_box_F", etc, etc, etc .....but it's not working. I don't mind going through all of the classnames to list them. Pretty long tedious task but it would be a genuine port.
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For smoke, the reason I ask is.......... RYD_JR_CampFire_Smoke = { _campF = _this select 0; while {not (isNull _campF)} do { _pos = getPosATL _campF; _smoke = "#particlesource" createVehicle _pos; _smoke setParticleParams [ ["\a3\Data_f\ParticleEffects\Universal\Universal", 16, 7, 48,0], "", "Billboard", 20, 20, [0,0,0.3], [0,0,0.3], 3,1.2,1,0.25, [1,1,5,6], [[0.9,0.9,0.9,0],[0.9,0.9,0.9,0.06],[0.95,0.95,0.95,0.012],[1,1,1,0.01]], [0.25,0.125,0.1], 0.75, 0.2, "", "", _campF, 0, true, 0, [[0,0,0,0]] ]; _smoke setParticleRandom [10, [0.2, 0.2, 0.1], [0.3, 0.3, 0.025], 0.25, 0.125, [0.01, 0.01, 0.01, 0.1], 0, 0, 10]; _smoke setDropInterval 0.1; waitUntil { }; } }; RYD_JR_CampfireSmoke = { while {true} do { sleep 5; RYD_JR_CurrentCampfires = RYD_JR_CurrentCampfires - [objNull]; { if not (isNull _x) then { _smoke = _x getVariable ["RYD_JR_mySmoke",objNull]; if (inflamed _x) then { if (isNull _smoke) then { _pos = getPosATL _x; _smoke = "#particlesource" createVehicle _pos; _smoke setParticleParams [ ["\a3\Data_f\ParticleEffects\Universal\Universal", 16, 7, 48,0], "", "Billboard", 20, 20, [0,0,0.3], [0,0,0.3], 3,1.2,1,0.25, [1,1,5,6], [[0.9,0.9,0.9,0],[0.9,0.9,0.9,0.06],[0.95,0.95,0.95,0.012],[1,1,1,0.01]], [0.25,0.125,0.1], 0.75, 0.2, "", "", _x, 0, true, 0, [[0,0,0,0]] ]; _smoke setParticleRandom [10, [0.2, 0.2, 0.1], [0.3, 0.3, 0.025], 0.25, 0.125, [0.01, 0.01, 0.01, 0.1], 0, 0, 10]; _smoke setDropInterval 0.1; _x setVariable ["RYD_JR_mySmoke",_smoke] } } else { deleteVehicle _smoke }; } } foreach RYD_JR_CurrentCampfires } }; /*RYD_JR_CampfireSmoke = { _campF = _this select 0; sleep 0.1; _smoke = objNull; while {not (isNull _campF)} do { _pos = getPosATL _campF; _smoke = "#particlesource" createVehicle _pos; _smoke setParticleParams [ ["\a3\Data_f\ParticleEffects\Universal\Universal", 16, 7, 48,0], "", "Billboard", 20, 20, [0,0,0.3], [0,0,0.3], 3,1.2,1,0.25, [1,1,5,6], [[0.9,0.9,0.9,0],[0.9,0.9,0.9,0.06],[0.95,0.95,0.95,0.012],[1,1,1,0.01]], [0.25,0.125,0.1], 0.75, 0.2, "", "", _campF, 0, true, 0, [[0,0,0,0]] ]; _smoke setParticleRandom [10, [0.2, 0.2, 0.1], [0.3, 0.3, 0.025], 0.25, 0.125, [0.01, 0.01, 0.01, 0.1], 0, 0, 10]; _smoke setDropInterval 0.1; waitUntil { sleep 5; ((isNull _campF) or {not (inflamed _campF)}) }; deleteVehicle _smoke; if (isNull _campF) exitWith {}; waitUntil { sleep 5; ((isNull _campF) or {(inflamed _campF)}) }; }; The first and third grouping have a CampF and the middle one has a x in that spot,.....reason I ask
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@Ryd No apologies required,.....Ever! I am making some headway actually. I've got the HC's able to spawn in pretty well. i.e: 10% = 2 to 3 25% = 3 to 6 50% = 6 to 9 75% = 9 to 12 100% = 12 to 15 give or take. Since Pilgrimage has such a hard finding a suitable place, sometimes HC will land on a dry creek bed and so on. It is what it is but for the most part it works pretty well. Another added fix is there is now a fourth trigger which restricts HC's from spawning outside the map play area. question: 1 Do you have 3 different smoke particles and is that why you 3 different settings? from what I can see, it looks like you have 2 smokes and 1 fire. question 2 How do I stop default vehicles/men from spawning into Pilgrimage?
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Is there a way to tell Arma weather to change every hour for 24 hours? The mission I play is very long so let's say I start at dawn, then an hour later the weather changes to the settings as shown below. If I play through to the afternoon say, now I want a thunderstorm to pop up. Then, for the point of this discussion, I play until sunset, I want the fog to return, maybe change it a little to lay very low to the water. Please note, I am trying to learn and I am just starting so be kind. If a solution could be had could I kindly ask that it be posted for me to try,......and study. Also, I am editing an existing mission made another, and here is a small entry, found in the init.sqf file, which tells the weather to begin changing at the 1.5 hour mark, thus the idea for an all day edit. 5400 setFog [0.0, 0.0, 0.0]; ...and the initial weather intel,... class Intel { startWeather=0.15266021; startFog=0.15000001; startWind=0; forecastWeather=0.30091506; forecastFog=0.001; forecastWind=0.097593948; forecastWaves=0; wavesForced=1; windForced=1; year=2017; month=1; day=1; hour=6; startFogBase=50; forecastFogBase=-200; startFogDecay=0.0099999998; forecastFogDecay=0.1; }; Thanks for helping.
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Unarmed/civi walking animation doesn't look natural
pvt. partz replied to _leech's topic in ARMA 3 - DEVELOPMENT BRANCH
ok that brings us back to TPW. He has adjusted the walking pace to look more like a typical "I don't give a shit" attitude in the walk. Give it a try. You can also make your own adjustment in one of the files, not sure at the moment which one though. -
Unarmed/civi walking animation doesn't look natural
pvt. partz replied to _leech's topic in ARMA 3 - DEVELOPMENT BRANCH
Ah no Run = shift +W jog = W Pace= holster or pack weapon away, or weapon up walk= W+2xSS Not sure if that helps There is a neat little "holster weapon HERE if you like -
Unarmed/civi walking animation doesn't look natural
pvt. partz replied to _leech's topic in ARMA 3 - DEVELOPMENT BRANCH
are you asking about the ability to change pace or do you want to see the character walk slower. If it's the latter you are after try TPW. -
Thanks for that info. I'm off to work but I also want to drop THIS pic to show what I have in mind for the new CP layout. Keep in mind that not all of these items will be used but all are considered depending on how the tight terrain allows them to be placed. I wonder if that gate could replace the camonet for the "center" portion of this CP ....and on to another question] I have tried numerous settings in the weather option but no matter what I put in, Pilgrimage always starts out very foggy. Then If we move forward one hour, it gets clear. This happens no matter what time of day we start. I've looked everywhere (I think) to see if Rydigier has his own weather (fog) override, but the only place I see fog is in the intro scene. Fixed Next HelipadEmpty doesn't seem to want to flatten the grass. Any ideas? Next No matter how much I adjust the numbers, there are times when the objects are under trees or on near vertical slopes and on roads. Could I use "Findsafepos" and if so could you tell me how? _camps = []; { _pos0 = _x; _pos = _pos0; _pos set [2,0]; _fe = _pos0 isFlatEmpty [1,200,1,7,0,false,objNull]; if ((count _fe) > 0) then { _pos0 = _fe }; _ct = 0; while {(((count _fe) < 1) or ((count (_pos nearRoads 60)) > 0))} do { _ct = _ct + 1; if (_ct > 48) exitWith {}; _pos = [_pos0,30 + _ct,100 + (_ct * 2)] call RYD_JR_RandomAroundMM; _pos set [2,0]; _fe = _pos isFlatEmpty [1,200,1,7,0,false,objNull]; .........and just for my educational purpose, why are there two areas to adjust the parameters? if ((count _fe) > 0) then { _pos = _fe; _pos set [2,0]; }; };
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Topic 1 Been digging for two days but I cannot get Camps to spawn. Well, I have been working on other issues as well. _dst = -1; _pos2 = _pos isFlatEmpty [_dst,-1,1.0,5,0,false,_vh]; while {((count _pos2) < 2)} do { _dst = _dst - 1; if (_dst < 10) exitWith {}; _pos2 = _pos isFlatEmpty [_dst,-1,1.0,5,0,false,_vh] }; _pos set [2,0.09]; I put this in the "setting camp.sqf" but when I fire up Editor/Pilgrimage, MCC shows no camps what so ever,....only strongholds. Are there other places in another file that needs to read this and also have the accompanying data? Topic 2 How do I spawn CP's "precicely" where the coordinates are. There is very little room so I need to spawn them in small areas, plus, I have changed the objects so that there quite a few less of them which I am hoping will work great once I find the isflatempty magic numbers.
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Trying to put the finishing touches on a "COMPLETE" port to Cambodia. The mods used are : http://armanam.eu/ : Cambodia In the .rpt I am getting errors which point to the same lines over and over and over. Could I get a look to see what might be the issue please? If you need me up the actual mission, let me know. Cambodia Port rpt file
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I'm at work so I don't have access to my files but hopefully my question might be understandabl In the Jr init file there is a list of items for the checkpoints called CP stuff. What is the string of numbers in reference to after each item in that short list?
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....You will find that setting the hidden camps to 100% you will still only get about 6 to 8 on average, sometimes less. This is because there are so few open areas to choose from. .....another issue with ported terrains particularly with Cambodia. The mission was created for Altis which has a large open area for these vehicles to spawn in, on game start. I assume the vehicles then randomly disperse around the island on patrols,....looking for you!!! LOL. Again Cambodia doesn't have that open area luxury. I am just guessing this is how it works.
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I'm going to try my hand at editing some of the mods into pilgrimage so that only the Asian factions and the like will spawn. Same goes for vehicles and weapons
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Latest Cambodia single player version is up. Just a few minor changes, tweaks, fixes. https://onedrive.live.com/?authkey=!ACAvbyYeabY1n0w&id=DA395F67C8AC225E!507&cid=DA395F67C8AC225E
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I've also heard of one called "Mumble" Like you said Alpha-Kilo, ...maybe he will dig a little into how these others work and come up with something again. Hope he does,...it's a nice mod.
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[CLOSED] FFAA V6 (Spanish Army Mod)
pvt. partz replied to FFAAMOD's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I want to port THIS to be played on Lythium. In order to do that, I need to know where all of the current holy places are located. I could manually search the map but that would take quite a long time. Is it possible to mark them on the map from your data file? or,... is it possible to send me those coordinates from your "marker" entries in Editor. or,....another way might be to create a mission with just the holy places on it and I can then get what I need from there. I want to make this as easy for you as I can. I don't know if any of these options is possible, but if so, I would be very grateful. email PM'd -
terrain [WIP] Terrain "Tembelan Island"
pvt. partz replied to -ben-'s topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I have a electric sub_station that you are welcome to if you wish. https://www.dropbox.com/s/97ft5q6grmhsriu/Electric%20Sub%20Station.7z?dl=0 You will need... Mods ........but change what you like. (I think CUP CORE will suffice instead of COMPLETE), not sure. -
...This. I'll try to fiddle with this. Your description is really helpful ! The terrain is sort of flat, at least where CP's are concerned. The few bare spots can be a bit hilly but I have seen quite steep hills where camps have spawned on other terrains just fine so I can probably leave that alone.
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Hello Mr Rydster I am piddling with a terrain that has very little open areas. We talked about the group of vehicles that spawn in a tight group earlier in this thread. My questions are 1) How big of an area is needed? 2) can this area be adjusted to smaller or bigger? 3) Does the small 50m trigger circle work with these vehicles and if so, how? EDIT: I looked all through this thread (quickly) but I can't find it now. There was a brief discussion about a large group of vehicles that are spawned into the game at start. They spawn in near the center of the terrain in a large open area. On my new terrain I spawned in, and I started to hear a lot of explosions. I was fairly close by so I ran as fast as I could before I lost sight of the smoke and came upon a group of assorted vehicles that had blown up. There may have been about 15 or so.(see question 1) That is my first question if you could explain how and why that works as it does. Secondly, you have 4 triggers. 3 are large squares that encompass the whole map and the 4th is a smaller one in near proximity (about 50m across?) What is this smaller trigger used for? (see question 2) EDIT: I talked to the creator of the terrain in question and after our conversation I came away with a somewhat different approach. My question may answer themselves,...hopefully. Time to get to work, again!
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Just a heads up ...Pilgrimage was made for Altis and thus so were the available options in the GUI. When we play on other types (sizes) of terrains the final tally can seem a bit off. THIS
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while {alive player} do { waitUntil {primaryWeapon player != "" or handgunWeapon player != ""}; _unitholsteraction = player addAction ["No weapon in hand",{ player action ["SWITCHWEAPON",player,player,-1]; },nil,6,false,true]; waitUntil {currentWeapon player == "" or {primaryWeapon player == "" && handgunWeapon player == ""}}; if (primaryWeapon player == "" && handgunWeapon player == "") exitWith { player removeAction _unitholsteraction; }; player removeAction _unitholsteraction; _unitequipprimaryactiontext = "Weapon " + getText (configfile >> "CfgWeapons" >> primaryWeapon player >> "displayName"); _unitequipprimaryaction = player addAction [_unitequipprimaryactiontext,{ player action ["SWITCHWEAPON",player,player,0]; },nil,6,false,true]; waitUntil {currentWeapon player != "" or primaryWeapon player == ""}; player removeAction _unitequipprimaryaction; }; Couldn't you just change that text to read "Holster Weapon" ?
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.....I thought we were all warlords by now !
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This mod is turning into a franchise, plus free delivery !